Card based route game - abstract

I'm working on an abstract/art route placing game in the vein of Tsuro. The working title is "Neeahn" (pronounced Neon) and is VP based. All players have the same 15 cards and will take turns placing them, the VP's on the board are not known until your card overlaps it. Players score VP tokens on the board, when they connect certain cards and by having the most cards on the board. VP's are lost when you exit the game board.

It's a fast paced game that is for 2 or 4 players (I can't figure out a 3 player variant worth trying) played over a series of rounds. The first player to a certain score wins the game, kind of like Clubs.

I'm wondering how it helps the game to hide the number of VPs. It adds an element of randomness; does that make the game better?

Having visible VPs would give players more information on which to base their strategies. There would probably be more tradeoff decisions. (E.g., "Should I go for lots of VPs in a corner space at the risk of putting fewer tiles on the board, or take a safer route through the center with lower VP numbers?") It would probably also give players better guesses about other players' strategies, which is also information they could use in their decision making. I can imagine hidden VPs making the game feel more like wandering around.

@Heraclitus I've tried test playing with both hidden and unhidden VP's and the unhidden VP's wasn't as fun but like you mentioned there is an element of wandering around with the hidden ones. Ultimately I wasn't happy with either set up as it wasn't very fun or unique. My next idea to play with is to add a random event deck, whereas each round would change such as "This round players may pick up and reuse an already played card of their choice, but only once." Or maybe enhance the board itself with objective points and each player has a secret objective card such as "Gain 6 VP's if your card is placed on top of the Red "X" on the board"

So - there is a board, too, with some sort of variable features on it? (Card art looks nice.)

Right now the board is just used for a guide like in the game Tsuro but I'm going to try different set ups to incorporate other ideas. Secret objective cards may work well for this but the game might be too quick to really take advantage of it.